So, yeah. Exactly what it says on the tin. This thread is for brainstorming possible effects to be added to Good/Savage biomes similar to how evil biomes now have evil mist and weekly undead reanimations. Calm biomes don't get any, since they're supposed to be reletively normal.
Good Biomes:
-Evil regions currently have undead rising up. An obvious choice would be to have holy/sacred/blessed/glowing/sanctified/beatific mist/fog/rain/clouds/snow fall that causes general necrosis/pain/other bad effects in undead, vampires, harpies, ogres and other evil creatures. More of an adventure mode thing, since, as far as I know, evil biomes can't be adjacent to good biomes.
-Animal -> Animalman interaction. Should be very rare, but not rare enough that it comes as a suprise. The Animalmen created this way should be hostile/friendly based on your previous history with that animal species and on the animal type in general. Later versions could include the opinion of the local nature spirit has of you.
-Healing mists. These randomly reduce bleeding, repair damaged flesh, mend broken bones, relieve pain/nausea/dizziness or unbruise body parts.
-Personality alterations towards "good" personality traits.
Savage Biomes:
-Animal -> Giant Animal interation. Similar in principle to the Animal -> Animalman interaction, but should probably be altered to happen gradually to named creatures. Each "Giant Crocodile" should have a name and a history behind it, rather than being a generic creature.
-Stray animals not within sight of a dwarf have a chance to periodically "go wild" and become untamed. Pets shouldn't do this unless their dwarves are dead; nor should most vermin.
-Personality alterations towards "savage" personality traits.
-Increased chance of rages for everything on the map.
-Increased chance to beserk when a dwarf goes insane, rather than melancholy or stark raving mad.
-Personality alterations towards "savage" personality traits.
Any one else have ideas?